Mine cart population count anomaly

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phoenixffyrnig
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Mine cart population count anomaly

Post by phoenixffyrnig »

Although mine carts definitely do count as part of your head-count, they are not counted as part of your projected total population for next turn
eg - if it says your going to be 6 over the limit next turn, but you have four mine carts due next go, you will actually be 10 over the limit
or (this is what brought it to my attention) you don't get warned about going over the population limit, but your upcoming mines take you to the limit and can stop other productions next go.

I tried resetting any mine production that was 1 turn off completion, but that didn't change my projected total. I have only just noticed this, in only one game, so don't know if this is a glitch from the recent mine cart patch or a coding issue, but there we are, in brief, existing carts count, impending ones don't.
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Endru1241
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Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Mine cart population count anomaly

Post by Endru1241 »

I found some time to test things out and it turns out none of random production counts toward next turn over population limit warning.
I think I know why.
Each random production selects 0 move units to be produced, that have 0 chance to be really made (mining, auxilary, peasant, crusade call).
They are classified as buildings in map editor and I suspect it's the same for warning function count.
I guess it should be fixable by giving them non-zero speed stat.
But I don't want to give them movement right now. Not before AoW-like map editor/help classification will be done.
Age of Strategy design leader
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